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geant4/source/geometry/solids/BREPS/src/G4FPlane.cc
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2016-06-08 15:09:25 +02:00

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// This code implementation is the intellectual property of
// the RD44 GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4FPlane.cc,v 1.6 1999/06/08 11:22:07 sgiani Exp $
// GEANT4 tag $Name: geant4-00-01 $
//
// Corrections by S.Giani:
// - The constructor using iVec now properly stores both the internal and
// external boundaries in the bounds vector.
// - Proper initialization of sameSense in both the constructors.
// - Addition of third argument (sense) in the second constructor to ensure
// consistent setting of the normal in all the client code.
// - Proper use of the tolerance in the Intersect function.
#include "G4FPlane.hh"
#include "G4CompositeCurve.hh"
G4FPlane::G4FPlane( const G4Vector3D& direction,
const G4Vector3D& axis ,
const G4Point3D& Pt0 ):pplace(direction, axis, Pt0)
{
G4Point3D Pt1 = Pt0 + direction;
// The plane include direction and axis is the normal,
// so axis^direction is included in the plane
G4Point3D Pt2 = Pt0 + axis.cross(direction);
G4Ray::CalcPlane3Pts( Pl, Pt0, Pt1, Pt2 );
active = 1;
sameSense = 1;
CalcNormal();
distance = kInfinity;
Type = 1;
}
G4FPlane::G4FPlane(const G4Point3DVector* pVec, const G4Point3DVector* iVec, int
sense)
: pplace( (*pVec)[0]-(*pVec)[1], // direction
((*pVec)[pVec->length()-1]-(*pVec)[0])
.cross((*pVec)[0]-(*pVec)[1]), // axis
(*pVec)[0] ) // location
{
G4Ray::CalcPlane3Pts( Pl, (*pVec)[0], (*pVec)[1], (*pVec)[2] );
G4CurveVector bounds;
G4CompositeCurve* polygon;
projectedBoundary = new G4SurfaceBoundary;
sameSense = sense;
// Outer boundary
polygon= new G4CompositeCurve(*pVec);
for (G4int i=0; i< polygon->GetSegments().length(); i++)
polygon->GetSegments()[i]->SetSameSense(sameSense);
bounds.insert(polygon);
// Eventual inner boundary
if (iVec)
{
polygon= new G4CompositeCurve(*iVec);
for (G4int i=0; i< polygon->GetSegments().length(); i++)
polygon->GetSegments()[i]->SetSameSense(sameSense);
bounds.insert(polygon);
}
// Set sense for boundaries
for (G4int j=0; j< bounds.length(); j++)
bounds[j]->SetSameSense(sameSense);
SetBoundaries(&bounds);
CalcNormal();
IsConvex();
distance = kInfinity;
Type=1;
}
void G4FPlane::CalcBBox()
{
// This is needed since the bounds are used for the Solid
// bbox calculation. The bbox test is NOT performed for
// planar surfaces.
// Finds the bounds of the G4Plane surface iow
// calculates the bounds for a bounding box
// to the surface. The bounding box is used
// for a preliminary check of intersection.
bbox= new G4BoundingBox3D(surfaceBoundary.BBox().GetBoxMin(),
surfaceBoundary.BBox().GetBoxMax());
}
void G4FPlane::CalcNormal()
{
/*
// Calc Normal for surface which is used for the projection
// Make planes
G4Vector3D norm;
G4Vector3D RefDirection = pplace.GetRefDirection();
G4Vector3D Axis = pplace.GetAxis();
// L. Broglia : before in G4Placement
if( RefDirection == Axis )
norm = RefDirection;
else
{
// L. Broglia : error on setY, and it`s better to use cross function
// norm.setX( RefDirection.y() * Axis.z() - RefDirection.z() * Axis.y() );
// norm.setY( RefDirection.x() * Axis.z() - RefDirection.z() * Axis.x() );
// norm.setZ( RefDirection.x() * Axis.y() - RefDirection.y() * Axis.x() );
norm = RefDirection.cross(Axis);
}
// const G4Point3D& tmp = pplace.GetSrfPoint();
const G4Point3D tmp = pplace.GetLocation();
*/
// L. Broglia
// The direction of the normal is the axis of his location
// Its sense depend on the orientation of the bounded curve
const G4Point3D tmp = pplace.GetLocation();
G4Vector3D norm;
G4int sense = GetSameSense();
if (sense)
norm = pplace.GetAxis();
else
norm = - pplace.GetAxis();
NormalX = new G4Ray(tmp, norm);
NormalX->RayCheck();
NormalX->CreatePlanes();
}
void G4FPlane::Project()
{
// Project
const G4Plane& Plane1 = NormalX->GetPlane(1);
const G4Plane& Plane2 = NormalX->GetPlane(2);
// probably not necessary
// projections of the boundary should be handled by the intersection
// OuterBoundary->ProjectBoundaryTo2D(Plane1, Plane2, 0);
}
int G4FPlane::IsConvex()
{
return -1;
}
int G4FPlane::Intersect(const G4Ray& rayref)
{
// This function count the number of intersections of a
// bounded surface by a ray.
// Find the intersection with the infinite plane
Intersected =1;
// s is solution, line is p + tq, n is G4Plane Normal, r is point on G4Plane
// all parameters are pointers to arrays of three elements
hitpoint = PINFINITY;
register G4double a, b, t;
register const G4Vector3D& RayDir = rayref.GetDir();
register const G4Point3D& RayStart = rayref.GetStart();
G4double dirx = RayDir.x();
G4double diry = RayDir.y();
G4double dirz = RayDir.z();
G4Vector3D norm = (*NormalX).GetDir();
G4Point3D srf_point = pplace.GetLocation();
b = norm.x() * dirx + norm.y() * diry + norm.z() * dirz;
if ( fabs(b) < perMillion )
{
// G4cout << "\nLine is parallel to G4Plane.No Hit.";
}
else
{
G4double startx = RayStart.x();
G4double starty = RayStart.y();
G4double startz = RayStart.z();
a = norm.x() * (srf_point.x() - startx) +
norm.y() * (srf_point.y() - starty) +
norm.z() * (srf_point.z() - startz) ;
t = a/b;
// substitute t into line equation
// to calculate final solution
G4double solx,soly,solz;
solx = startx + t * dirx;
soly = starty + t * diry;
solz = startz + t * dirz;
// solve tolerance problem
if( (t*dirx >= -kCarTolerance/2) && (t*dirx <= kCarTolerance/2) )
solx = startx;
if( (t*diry >= -kCarTolerance/2) && (t*diry <= kCarTolerance/2) )
soly = starty;
if( (t*dirz >= -kCarTolerance/2) && (t*dirz <= kCarTolerance/2) )
solz = startz;
if( ( (dirx < 0 && solx < startx)||(dirx >= 0 && solx >= startx) ) &&
( (diry < 0 && soly < starty)||(diry >= 0 && soly >= starty) ) &&
( (dirz < 0 && solz < startz)||(dirz >= 0 && solz >= startz) ) )
hitpoint= G4Point3D(solx, soly, solz);
}
// closest_hit is a public Point3D in G4Surface
closest_hit = hitpoint;
if(closest_hit.x() == kInfinity)
{
// no hit
active=0;
Distance(kInfinity);
return 0;
}
else
{
// calculate the squared distance from the point to the intersection
// and set it in the distance data member (all clients know they have
// to take the sqrt)
Distance( RayStart.distance2(closest_hit) );
// now, we have to verify that the hit point founded
// is included into the G4FPlane boundaries
// project the hit to the xy plane,
// with the same projection that took the boundary
// into projectedBoundary
G4Point3D projectedHit= pplace.GetToPlacementCoordinates() * closest_hit;
// test ray from the hit on the xy plane
G4Ray testRay( projectedHit, G4Vector3D(1, 0.01, 0) );
// check if it intersects the boundary
G4int nbinter = projectedBoundary->IntersectRay2D(testRay);
// If this number is par, it`s signify that the projected point
// is outside the projected surface, so the hit point is outside
// the bounded surface
if(nbinter&1)
{
// the intersection point is into the boundaries
// check if the intersection point is on the surface
if(distance <= kCarTolerance*0.5*kCarTolerance*0.5)
{
// the point is on the surface, set the distance to 0
Distance(0);
}
else
{
// the point is outside the surface
}
return 1 ;
}
else
{
// the intersection point is out the boundaries
// it is not a real intersection
active=0;
Distance(kInfinity);
return 0;
}
}
}
G4double G4FPlane::ClosestDistanceToPoint(const G4Point3D& Pt)
{
// Calculates signed distance of point Pt to G4Plane Pl
// Be careful, the equation of the plane is :
// ax + by + cz = d
G4double dist = Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d;
return dist;
}
void G4FPlane::InitBounded()
{
// L. Broglia
projectedBoundary =
surfaceBoundary.Project( pplace.GetToPlacementCoordinates() );
}
G4double G4FPlane::HowNear( const G4Vector3D& Pt ) const
{
G4double hownear = Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d;
return hownear;
}